Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/ClassSelectionPage.cs
gamer147 2d9a6eea4b engine cleanup passes 4-7 + multi-instancing ambient rip
Squashes 146 commits from battle-engine-extraction. Net: 2,045 files changed,
+11,896 / -158,687 lines. Ships engine passes 4-7 (dead-code cull, view-layer
stub, receive-path shrink) plus the Phase-5 AsyncLocal ambient deletion that
turns concurrent battles into a type-system property rather than a scope
contract.

## What landed

**Passes 4-7 (chunks 1-34):** Extended the Phase-4 const-false collapse into a
cascading cull across the skill graph, view layer, and receive-path periphery.
Six mode flags (IsWatchBattle/IsReplayBattle/IsAdmin/IsAdminWatch/IsPuzzleQuest/
IsAINetwork) became `const false`, every guarded block deleted. Field*.cs
subclass ctors + BackGroundBase + ObjectChecker culled to no-ops. Mulligan
family reworked to take a mgr param through IMulliganMgr.InitMulligan.
Emotion/Recovery/Resource clusters null-stubbed. Prediction/OperationSimulator/
skill filters converted from static ambient reads to per-mgr reads via
SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr / ins.BattleMgr / this.BattleMgr.

**Phase-5 ambient rip (chunks 35-47):** Deleted BattleAmbient / BattleAmbient-
Context / TestBattleScope in full. Every per-battle mutable slot now lives on
the mgr instance itself:
  mgr.InstanceIsForecast / InstanceIsRandomDraw / InstanceRecoveryInfo /
  InstanceViewerId / InstanceNetworkAgent / GameMgr
BattleManagerBase.GetIns() returns null unconditionally; the residual static
flags + 3 façades (Certification.ViewerId, Data.BattleRecoveryInfo,
ToolboxGame.RealTimeNetworkAgent) are null-tolerant defaults kept for the
handful of engine-internal readers that still reference their types. Zero
BattleAmbient references anywhere in engine + node + tests.

Added pre-seeded GameMgr ctor overload threaded through the mgr chain
(BattleManagerBase → SingleBattleMgr / NetworkBattleManagerBase → NetworkStandard-
BattleMgr → HeadlessBattleMgr / HeadlessNetworkBattleMgr). Fixtures build a
GameMgr, seed it via HeadlessEngineEnv.SeedCharaIds/SeedNetUser, and pass it
to the mgr's ctor — no ambient reach.

Node side (SVSim.BattleNode/SessionBattleEngine): _ctx replaced with a plain
GameMgr field; 34 `using var _ambient = BattleAmbient.Enter(_ctx)` scope wraps
ripped from every accessor and mutator; EngineGlobalInit.WirePerSessionGameMgr
takes GameMgr as a param and runs from SessionBattleEngine.SetupInternal
BEFORE mgr construction.

Test side: TestBattleScope deleted; 18 fixture [SetUp]s migrated to
`HeadlessEngineEnv.EnsureProcessGlobals()`; MultiInstanceEngineTests rewritten
around per-mgr construction (GetIns() → null is the pinned invariant).

## Regression fixes

- **chunk-48** (MulliganCtrl): chunk-35's `= null` stubs on card lookups broke
  the live receive-driven Deal path (BattlePlayerBase.DrawCard NRE'd downstream
  of NetworkPlayerMulliganCtrl.StartMulliganVfx). Restored the three lookups
  via `_battlePlayer.BattleMgr.GetBattleCardIdx`. Engine tests were satisfied
  by the WireMulliganPhase seam; unit tests exposed the live-path gap.

## Ship state

- SVSim.BattleEngine.Tests: 56/56 pass, 2 skip
- SVSim.UnitTests: 1554/1554 pass (was 1523/31-fail before chunk 48)
- Solution build: 0 source warnings (40 pre-existing NU1902 MessagePack CVEs
  in SVSim.EmulatedEntrypoint, unrelated)
- Sequential PVP smoke: verified live (two back-to-back battles, no regression
  on cleanup/spinup)
- Concurrent PVP smoke: verified live

Adds tools/engine-port/ClosureAnalyzer/ — the Roslyn transitive-type-closure
analyzer needed to make future cascade cleanup safe (per feedback memory
"Engine cleanup needs closure tool" from the 2026-06-28 pass-3 failure).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-03 19:18:54 -04:00

587 lines
19 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Convention;
using Cute;
using UnityEngine;
using Wizard.DeckCardEdit;
using Wizard.Story;
namespace Wizard;
public class ClassSelectionPage : UIBase
{
public enum eMode
{
StorySelect,
PracticeSelect,
DeckEdit
}
[SerializeField]
private ClassInfoParts _selectClassInfo;
[SerializeField]
private UILabel _storyProgressLabel;
[SerializeField]
private UILabel _storyAnnotationLabel;
[SerializeField]
private UILabel _selectClassDescriptionLabel;
[SerializeField]
private UITexture _selectCharaTexture;
[SerializeField]
private UISprite _selectMarkSprite;
[SerializeField]
private UIGrid _classButtonGrid;
[SerializeField]
private ClassSelectionButton _classButtonParts;
[SerializeField]
private UIButton _decideButton;
[SerializeField]
private GameObject _effectDecideButton;
[SerializeField]
private GameObject _selectMarkMainClass;
[SerializeField]
private GameObject _selectMarkSubClass;
[SerializeField]
private Vector3 _charaMoveStartPos = new Vector3(252f, -50f, 0f);
[SerializeField]
private Vector3 _charaMoveEndPos = new Vector3(282f, -50f, 0f);
[SerializeField]
private iTween.EaseType _charaMoveEaseType = iTween.EaseType.linear;
[SerializeField]
private float _charaMoveTime = 0.1f;
[SerializeField]
private GameObject _useSubClassMessageObj;
private List<ClassCharacterMasterData> _classCharacterMasterDatas = new List<ClassCharacterMasterData>();
private List<string> _loadPathList = new List<string>();
private ClassCharacterMasterData _selectCharaMasterData;
private CardBasePrm.ClanType _selectMainClass = CardBasePrm.ClanType.NONE;
private CardBasePrm.ClanType _selectSubClass = CardBasePrm.ClanType.NONE;
private CardBasePrm.ClanType _displayClass = CardBasePrm.ClanType.NONE;
private List<int> _notificationIconClassList = new List<int>();
private List<ClassSelectionButton> _classSelectionButtonList = new List<ClassSelectionButton>();
private string _lastChapterClearTextId;
private ClassSelectionPageParam SceneParam => UIManager.GetInstance().GetSceneParam<ClassSelectionPageParam>(UIManager.ViewScene.ClassSelectionPage);
private bool _useSubClass => FormatBehaviorManager.GetDefaultBehaviour(SceneParam.Format).UseSubClass;
public eMode Mode => SceneParam.Mode;
public List<int> UsedClassIdList => SceneParam.UsedClassIdList;
private SelectedStoryInfo SelectedStoryInfo => Data.SelectedStoryInfo;
public override bool IsUseCommonBackground()
{
return false;
}
public override void onFirstStart()
{
base.IsShowFooterMenu = true;
base.onFirstStart();
}
protected override void onOpen()
{
base.onOpen();
Init();
}
protected override void onClose()
{
Final();
base.onClose();
}
private void Init()
{
if (SceneParam.Mode != eMode.DeckEdit || !DeckListUI.IsSpecialFormatPeriodError(SceneParam.Format))
{
_classButtonParts.gameObject.SetActive(value: false);
InitTopBar();
InitFooter();
InitMessage();
StartCoroutine(InitClassSelection());
}
}
private void Final()
{
Toolbox.ResourcesManager.RemoveAssetGroup(_loadPathList);
_loadPathList.Clear();
}
private void InitTopBar()
{
UIManager.ChangeViewSceneParam changeViewSceneParam = new UIManager.ChangeViewSceneParam();
changeViewSceneParam.MyPageMenuIndex = 1;
changeViewSceneParam.IsCutCardMotion = true;
UIManager.GetInstance().RemoveNowSceneBackButtonParameter();
if (Mode == eMode.PracticeSelect)
{
changeViewSceneParam.OnFinishChangeView = delegate
{
MyPageMenu.Instance.GoToPracticeTypeSelect();
};
}
UIManager.GetInstance().CreateTopBar(base.gameObject, GetTopBarText(), UIManager.ViewScene.MyPage, MoneyDraw: false, changeViewSceneParam).gameObject.layer = LayerMask.NameToLayer("MyPage");
}
private string GetTopBarText()
{
SystemText systemText = Data.SystemText;
switch (Mode)
{
case eMode.StorySelect:
return systemText.Get("Story_0001");
case eMode.PracticeSelect:
return systemText.Get("Story_0016");
case eMode.DeckEdit:
if (!_useSubClass)
{
return systemText.Get("Story_0001");
}
return systemText.Get("Story_0078");
default:
return string.Empty;
}
}
private void InitFooter()
{
UIManager instance = UIManager.GetInstance();
switch (Mode)
{
case eMode.StorySelect:
instance.setBackScene(base.gameObject, UIManager.ViewScene.StorySelectionWorld);
instance._Footer.UpdateCurrentIndex(1);
instance._Footer.UpdateSoloPlayBadgeIcon();
break;
case eMode.PracticeSelect:
instance.setBackScene(base.gameObject, UIManager.ViewScene.MyPage);
instance._Footer.UpdateCurrentIndex(1);
break;
case eMode.DeckEdit:
if (!Offline.IsConventionMode)
{
instance._Footer.UpdateCurrentIndex(4);
}
instance.setBackScene(base.gameObject, UIManager.ViewScene.DeckList);
break;
}
}
private void InitMessage()
{
_useSubClassMessageObj.SetActive(_useSubClass);
}
private IEnumerator InitClassSelection()
{
BaseTask task = null;
switch (Mode)
{
case eMode.StorySelect:
ResetSelectedStoryInfo();
task = new StoryLeaderSelectTask(SelectedStoryInfo);
break;
case eMode.PracticeSelect:
task = new PracticeInfoTask();
break;
}
if (task != null)
{
StartCoroutine(Toolbox.NetworkManager.Connect(task));
while (!task.isServerResultCodeOK())
{
yield return null;
}
}
if (Mode == eMode.PracticeSelect)
{
_notificationIconClassList.AddRange(Data.PracticeDataMgr.CampaignClassIdList);
}
if (Mode == eMode.StorySelect)
{
_classCharacterMasterDatas = Data.StoryLeaderSelect.LeaderCharaIds.Select((int charaId) => GetCharaPrmByCharaId(charaId)).ToList();
}
else
{
// Pre-Phase-5b: chara master unavailable headless; leave the master list empty.
}
ResourcesManager resourcesManager = Toolbox.ResourcesManager;
foreach (ClassCharacterMasterData classCharacterMasterData in _classCharacterMasterDatas)
{
_loadPathList.Add(resourcesManager.GetAssetTypePath(classCharacterMasterData.skin_id.ToString(), ResourcesManager.AssetLoadPathType.ClassCharaButton));
_loadPathList.Add(resourcesManager.GetAssetTypePath(classCharacterMasterData.skin_id.ToString(), ResourcesManager.AssetLoadPathType.ClassCharaBase));
}
_loadPathList.Add(resourcesManager.GetAssetTypePath("empty", ResourcesManager.AssetLoadPathType.ClassCharaButton));
yield return StartCoroutine(resourcesManager.LoadAssetGroupAsync(_loadPathList, null));
CreateClassButton();
UIEventListener.Get(_decideButton.gameObject).onClick = OnDecideButtonClick;
SetActiveDecideButton(!_useSubClass);
UIManager.GetInstance().OnReadyViewScene(isFadein: true, null, OnFinishFadeIn);
}
private void SetActiveDecideButton(bool isActive)
{
UIManager.SetObjectToGrey(_decideButton.gameObject, !isActive);
_effectDecideButton.SetActive(isActive);
}
private void SetUnselectedButtonGrayout(bool isGrayout)
{
List<int> usedClass = new List<int>();
if (UsedClassIdList != null)
{
usedClass.AddRange(UsedClassIdList);
}
_classSelectionButtonList.Where((ClassSelectionButton x) => !usedClass.Contains(x.ClassCharacterMasterData.class_id) && x.ClassCharacterMasterData.class_id != (int)_selectMainClass && x.ClassCharacterMasterData.class_id != (int)_selectSubClass).ToList().ForEach(delegate(ClassSelectionButton button)
{
UIManager.SetObjectToGrey(button.gameObject, isGrayout);
});
}
private ClassCharacterMasterData GetCharaPrmByCharaId(int charaId)
{
return null; // Pre-Phase-5b: headless has no chara master
}
private void CreateClassButton()
{
ClassSelectionButton classButton = null;
switch (Mode)
{
case eMode.PracticeSelect:
case eMode.DeckEdit:
classButton = CreateClassButtonPracticeAndDeckEdit();
_storyAnnotationLabel.gameObject.SetActive(value: false);
_storyProgressLabel.gameObject.SetActive(value: false);
break;
case eMode.StorySelect:
classButton = CreateClassButtonStory();
_storyAnnotationLabel.gameObject.SetActive(Data.StoryLeaderSelect.DataList.Count < Data.StoryLeaderSelect.LeaderCount);
break;
}
_classButtonGrid.Reposition();
_selectMarkSprite.gameObject.SetActive(!_useSubClass);
_selectMarkMainClass.SetActive(value: false);
_selectMarkSubClass.SetActive(value: false);
SelectClass(classButton);
}
private ClassSelectionButton CreateClassButtonPracticeAndDeckEdit()
{
ResourcesManager resourcesManager = Toolbox.ResourcesManager;
ClassSelectionButton classSelectionButton = null;
foreach (ClassCharacterMasterData classCharacterMasterData in _classCharacterMasterDatas)
{
bool flag = UsedClassIdList.Contains(classCharacterMasterData.class_id);
GameObject gameObject = NGUITools.AddChild(_classButtonGrid.gameObject, _classButtonParts.gameObject);
_classSelectionButtonList.Add(gameObject.GetComponent<ClassSelectionButton>());
gameObject.SetActive(value: true);
ClassSelectionButton component = gameObject.GetComponent<ClassSelectionButton>();
component.Init(classCharacterMasterData, resourcesManager.LoadObject<Texture>(resourcesManager.GetAssetTypePath(classCharacterMasterData.skin_id.ToString(), ResourcesManager.AssetLoadPathType.ClassCharaButton, isfetch: true)), OnClickClassButton, isShowStoryClearLabel: false, flag, _notificationIconClassList.Contains(classCharacterMasterData.class_id));
if (classSelectionButton == null && !flag)
{
classSelectionButton = component;
}
}
return classSelectionButton;
}
private ClassSelectionButton CreateClassButtonStory()
{
ResourcesManager resourcesManager = Toolbox.ResourcesManager;
ClassSelectionButton classSelectionButton = null;
int i = 0;
for (int leaderCount = Data.StoryLeaderSelect.LeaderCount; i < leaderCount; i++)
{
GameObject obj = NGUITools.AddChild(_classButtonGrid.gameObject, _classButtonParts.gameObject);
obj.SetActive(value: true);
ClassSelectionButton component = obj.GetComponent<ClassSelectionButton>();
if (i < _classCharacterMasterDatas.Count)
{
ClassCharacterMasterData classCharacterMasterData = _classCharacterMasterDatas[i];
StoryLeaderSelectData storyLeaderSelectDataByClassID = GetStoryLeaderSelectDataByClassID(classCharacterMasterData.class_id);
component.Init(classCharacterMasterData, resourcesManager.LoadObject<Texture>(resourcesManager.GetAssetTypePath(classCharacterMasterData.skin_id.ToString(), ResourcesManager.AssetLoadPathType.ClassCharaButton, isfetch: true)), OnClickClassButton, storyLeaderSelectDataByClassID.IsFinished, isShowUsedLabel: false, showNotificationIcon: false);
if (classSelectionButton == null)
{
classSelectionButton = component;
}
}
else
{
component.InitEmpty();
}
}
return classSelectionButton;
}
private void OnClickClassButton(ClassSelectionButton classButton)
{
if (_useSubClass)
{
SelectClassForUseSubClass(classButton);
}
else
{
SelectClass(classButton);
}
}
private void SelectClass(ClassSelectionButton classButton)
{
if (_selectCharaMasterData == classButton.ClassCharacterMasterData)
{
return;
}
_selectCharaMasterData = classButton.ClassCharacterMasterData;
_selectMarkSprite.transform.position = classButton.transform.position;
ViewClassCharaInfo(_selectCharaMasterData);
if (Mode == eMode.StorySelect && !GetStoryLeaderSelectDataByClassID(_selectCharaMasterData.class_id).IsFinished)
{
string currentChapter = GetStoryLeaderSelectDataByClassID(_selectCharaMasterData.class_id).CurrentChapter;
string text = UIUtil.ExtractStringNumber(currentChapter).ToString();
string value = UIUtil.ExtractStringAlphabet(currentChapter);
string text2 = "";
if (!text.Equals(currentChapter))
{
StringBuilder tempStringBuilder = UIUtil.GetTempStringBuilder();
tempStringBuilder.Append("Route_");
tempStringBuilder.Append(SelectedStoryInfo.SectionId.ToString()).Append("_");
tempStringBuilder.Append(_selectCharaMasterData.chara_id.ToString()).Append("_");
tempStringBuilder.Append(value);
text2 = Data.SystemText.Get(tempStringBuilder.ToString()) + " " + text;
}
else
{
text2 = currentChapter;
}
_storyProgressLabel.text = Data.SystemText.Get("Story_0050", text2.ToString());
_storyProgressLabel.gameObject.SetActive(value: true);
}
else
{
_storyProgressLabel.gameObject.SetActive(value: false);
}
}
private void SelectClassForUseSubClass(ClassSelectionButton classButton)
{
CardBasePrm.ClanType clan = classButton.ClassCharacterMasterData.clan;
if (_selectMainClass == clan)
{
_selectMarkMainClass.gameObject.SetActive(value: false);
_selectMainClass = CardBasePrm.ClanType.NONE;
SetUnselectedButtonGrayout(isGrayout: false);
SetActiveDecideButton(isActive: false);
}
else if (_selectSubClass == clan)
{
_selectMarkSubClass.gameObject.SetActive(value: false);
_selectSubClass = CardBasePrm.ClanType.NONE;
SetActiveDecideButton(isActive: false);
SetUnselectedButtonGrayout(isGrayout: false);
}
else if (!IsCompleteSelectClass())
{
if (_selectMainClass == CardBasePrm.ClanType.NONE)
{
_selectMainClass = clan;
_selectMarkMainClass.transform.position = classButton.transform.position;
_selectMarkMainClass.gameObject.SetActive(value: true);
}
else if (_selectSubClass == CardBasePrm.ClanType.NONE)
{
_selectSubClass = clan;
_selectMarkSubClass.transform.position = classButton.transform.position;
_selectMarkSubClass.gameObject.SetActive(value: true);
}
ViewClassCharaInfo(classButton.ClassCharacterMasterData);
SetActiveDecideButton(IsCompleteSelectClass());
SetUnselectedButtonGrayout(IsCompleteSelectClass());
}
bool IsCompleteSelectClass()
{
if (_selectMainClass != CardBasePrm.ClanType.NONE)
{
return _selectSubClass != CardBasePrm.ClanType.NONE;
}
return false;
}
}
private void ViewClassCharaInfo(ClassCharacterMasterData charaData)
{
if (charaData.clan != _displayClass)
{
_displayClass = charaData.clan;
_selectClassInfo.InitByCharaPrm(charaData);
_selectClassDescriptionLabel.SetWrapText(Data.SystemText.Get("Class_Selection_" + charaData.class_id.ToString("D4")));
ResourcesManager resourcesManager = Toolbox.ResourcesManager;
_selectCharaTexture.mainTexture = resourcesManager.LoadObject<Texture>(resourcesManager.GetAssetTypePath(charaData.skin_id.ToString(), ResourcesManager.AssetLoadPathType.ClassCharaBase, isfetch: true));
GameObject obj = _selectCharaTexture.gameObject;
iTween.Stop(obj);
obj.transform.localPosition = _charaMoveStartPos;
iTween.MoveTo(obj, iTween.Hash("position", _charaMoveEndPos, "time", _charaMoveTime, "islocal", true, "easetype", _charaMoveEaseType));
}
}
private void OnDecideButtonClick(GameObject g)
{
switch (Mode)
{
case eMode.StorySelect:
SelectedStoryInfo.SetSectionChara(_selectCharaMasterData);
UIManager.GetInstance().ChangeViewScene(SelectedStoryInfo.ChapterSelectionView);
break;
case eMode.PracticeSelect:
ShowSelectDifficultyDialog();
break;
case eMode.DeckEdit:
OnDecideButtonDeckEditMode();
break;
}
}
private void OnDecideButtonDeckEditMode()
{
if (SceneParam.Format == Format.MyRotation)
{
MyRotationPeriodSelectDialog.Create(null, (CardBasePrm.ClanType)_selectCharaMasterData.class_id, delegate(MyRotationInfo myRotationData)
{
OnDecideClassDeckEditMode(myRotationData);
});
}
else
{
OnDecideClassDeckEditMode(null);
}
}
private void OnDecideClassDeckEditMode(MyRotationInfo myRotationInfo)
{
if (_useSubClass)
{
DeckCardEditUI.ClassSet = new ClassSet(_selectMainClass, _selectSubClass);
}
else
{
DeckCardEditUI.ClassSet = new ClassSet((CardBasePrm.ClanType)_selectCharaMasterData.class_id);
}
DeckCardEditUI.MyRotationInfo = myRotationInfo;
UIManager.ChangeViewSceneParam changeViewSceneParam = new UIManager.ChangeViewSceneParam();
if (!Offline.IsConventionMode)
{
changeViewSceneParam.IsUpdateFooterMenuTexture = true;
}
changeViewSceneParam.OnChange = delegate
{
UIManager.GetInstance().GetUiBaseOfCurrentScene();
};
UIManager.GetInstance().ChangeViewScene(UIManager.ViewScene.DeckCardEdit, changeViewSceneParam);
}
private StoryLeaderSelectData GetStoryLeaderSelectDataByClassID(int classId)
{
return Data.StoryLeaderSelect.DataList.Find((StoryLeaderSelectData data) => data.ClassId == classId);
}
private void ShowSelectDifficultyDialog()
{
int enemyClassId = _selectCharaMasterData.class_id;
List<PracticeData> practiceDataList = Data.PracticeDataMgr.GetClassDataList(enemyClassId);
if (practiceDataList.Count <= 0)
{
return;
}
int num = -1;
List<string> list = new List<string>();
for (int i = 0; i < practiceDataList.Count; i++)
{
list.Add(practiceDataList[i].Text);
if (num < 0 && !practiceDataList[i].IsMaintenance)
{
num = i;
}
}
if (num < 0)
{
num = 0;
}
DialogBase dia = null;
int selectIndex = num;
Action<int> selectCallback = delegate(int selectIdx)
{
selectIndex = selectIdx;
UIManager.SetObjectToGrey(dia.button1.gameObject, practiceDataList[selectIndex].IsMaintenance);
};
dia = DrumrollDialog.Create(list, num, selectCallback);
dia.SetTitleLabel(Data.SystemText.Get("Story_0022"));
dia.SetButtonLayout(DialogBase.ButtonLayout.DecisionBtn);
dia.onPushButton1 = delegate
{
// Pre-Phase-5b: kicked off practice-battle setup via DataMgr writes + PracticeStartTask.
// Headless never runs practice UI; stub to close the dialog and change scene directly.
dia.CloseWithoutSelect();
UIManager.GetInstance().ChangeViewScene(UIManager.ViewScene.Battle);
};
dia.ClickSe_Btn1 = 0;
}
private void OnFinishFadeIn()
{
if (Mode == eMode.StorySelect && _lastChapterClearTextId != null)
{
SystemText systemText = Data.SystemText;
DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose();
dialogBase.SetButtonLayout(DialogBase.ButtonLayout.OkBtn);
dialogBase.SetTitleLabel(systemText.Get("Common_0021"));
dialogBase.SetButtonText(systemText.Get("Common_0004"));
dialogBase.SetText(systemText.Get(_lastChapterClearTextId));
_lastChapterClearTextId = null;
}
}
private void ResetSelectedStoryInfo()
{
_lastChapterClearTextId = SelectedStoryInfo.LastChapterClearTextId;
SelectedStoryInfo.ClearInfoForLeaderSelectionScene();
}
}